;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
2       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
15      ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
60      ; Percent shield penalty for production type change
15      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Armour,             3, 2,  Che, Inv, 1, 0    ; AFl
Armoured Horse,     1, 1,  AFl, Sup, 1, 0    ; Alp
Artillery,          7,-2,  Lab, Exp, 2, 0    ; Amp
Astronomy,          4, 1,  Mat, Plu, 0, 3    ; Ast
Base Tech,          1,-1,  no,  no, 1, 4    ; Ato
Don't use that,     1, 2,  no,  no,  1, 4    ; Aut
Banking,            3, 1,  Chi, Mat, 1, 1    ; Ban
Bridge Building,    2, 0,  Cst, Eng, 0, 4    ; Bri
Buffalo Hunting,    5,-1,  no,  no,  0, 2    ; Bro
Ceremonial Burial,  1, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          3,-1,  Plu, nil, 2, 3    ; Che
Coinage,            2,-2,  E1,  nil, 1, 1    ; Chi
Code of Laws,       1, 1,  nil, nil, 0, 2    ; CoL
Colonisation,       2,-2,  nil, nil, 2, 2    ; CA 
Combustion,         4,-1,  Fli, Pot, 3, 4    ; Cmb
Confederation,      1,-2,  no,  no,  0, 2    ; Cmn
Canals,             4,-2,  Cor, Eng, 3, 4    ; Cmp
Canoes,             2,-2,  Feu, nil, 0, 4    ; Csc
Construction,       2, 0,  Mat, Mas, 1, 4    ; Cst
Drainage,           5, 0,  E1,  San, 2, 4    ; Cor
Diplomacy,          1, 1,  E1,  nil, 1, 2    ; Cur
Democracy,          3, 1,  Rec, E1,  3, 2    ; Dem
Economics,          5, 1,  Ban, Mat, 2, 1    ; Eco
European Ideas,     1, 2,  PT,  nil, 1, 2    ; E1 
Don't use that,     1, 2,  no,  no,  1, 2    ; E2 
Engineering,        4, 0,  Whe, Cst, 2, 4    ; Eng
Events,             1,-2,  no,  no,  1, 2    ; Env
Firearms,           5,-2,  Fli, Inv, 2, 0    ; Esp
Flintlock/Bayonet,  9,-2,  Esp, Met, 2, 0    ; Exp
Forest Culture,     1,-2,  no,  no,  0, 2    ; Feu
Gunpowder,          6,-1,  Che, Tra, 1, 0    ; Fli
Indian Nation,      1,-2,  no,  no,  0, 2    ; Fun
Indian Flintlock,   1,-2,  Env, nil, 2, 0    ; FP 
Horse Breeding,     2,-2,  nil, nil, 0, 2    ; Gen
Civilians,          1,-2,  no,  no,  1, 0    ; Gue
Improved Agriculture,7,-2,  Rfg, Cor, 3, 1    ; Gun
Indian Cavalry,     1,-1,  Gen, Env, 0, 0    ; Hor
Don't use that,     1, 0,  no,  no,  0, 2    ; Ind
Iron Working,       6,-1,  E1,  nil, 0, 4    ; Inv
Introspection,      1,-1,  Env, nil, 3, 2    ; Iro
Iron Foundry,       7, 2,  Ref, Met, 3, 4    ; Lab
Joint Stock Company,4,-2,  Eco, Too, 3, 1    ; Las
Industrialisation,  6, 0,  Tac, SFl, 3, 4    ; Ldr
Literacy,           5, 2,  E1,  Wri, 2, 3    ; Lit
Longtitude Reckoning,6,-2,  Nav, Mat, 3, 3    ; Too
Indian Culture,     1, 1,  no,  no,  0, 2    ; Mag
Mapmaking,          3, 1,  Lit, nil, 1, 3    ; Map
Masonry,            2, 1,  nil, nil, 1, 4    ; Mas
Reformation,        5, 2,  MT,  Mys, 2, 2    ; MP 
Mathematics,        3, 0,  E1,  Plu, 1, 3    ; Mat
Medicine,           1, 0,  nil, nil, 0, 4    ; Med
Metallurgy,         5, 1,  Inv, Che, 2, 4    ; Met
Manufacturing,      5, 2,  Mob, Ldr, 3, 4    ; Min
Mechanics,          6,-2,  Lab, Eng, 2, 4    ; Mob
Monarchy,           1, 1,  no,  no,  2, 2    ; Mon
Catholicism,        1, 1,  U3,  nil, 2, 2    ; MT 
Protestantism,      1, 2,  U3,  nil, 1, 2    ; Mys
Navigation,         4, 0,  Ast, Sea, 0, 3    ; Nav
Naval Professionalism,6,-2,  Phy, Amp, 2, 0    ; NF 
Naval Hull Improvment,4,-1,  NF,  SFl, 3, 0    ; NP 
Naval Gunnery,      1,-2,  Fli, Nav, 1, 0    ; Phi
Naval Design,       3, 0,  Phi, Mat, 2, 0    ; Phy
Native Lore,        5, 1,  nil, nil, 0, 2    ; Pla
Natural Sciences,   3,-1,  E1,  nil, 0, 3    ; Plu
European Culture,   1,-2,  no,  no,  1, 2    ; PT 
Physics,            2, 1,  Plu, nil, 2, 3    ; Pot
Airbases,           1,-2,  no,  no,  0, 4    ; Rad
Don't use,          1, 0,  no,  no,  3, 4    ; RR 
Radicalism,         3, 1,  E1,  Gun, 3, 2    ; Rec
Refining,           5, 0,  Che, Cmb, 3, 4    ; Ref
New World Science,  7, 2,  Pla, E1,  2, 3    ; Rfg
Republic,           1, 1,  no,  no,  2, 2    ; Rep
Siege Artillery,    3, 2,  Amp, Mat, 3, 0    ; Rob
Sewerage,           4, 2,  San, Eng, 2, 4    ; Roc
Sanitation,         4, 2,  E1,  Med, 1, 3    ; San
Seafaring,          2, 1,  E1,  nil, 0, 4    ; Sea
Steam Engineering,  4, 2,  SE,  Eng, 3, 4    ; SFl
Rights of Man,      6, 2,  MP,  Rec, 3, 2    ; Sth
Steam Engine,       6, 1,  Pot, Che, 2, 4    ; SE 
Steel Smelting,     2,-1,  Ref, Lab, 3, 4    ; Stl
Stirrups,           1, 1,  E1,  nil, 1, 0    ; Sup
Transport Network,  5, 2,  Cmp, Lab, 3, 4    ; Tac
Theology,           4, 2,  U3,  nil, 2, 2    ; The
Science of Fortification,5,-2,  Eng, Amp, 1, 0    ; ToG
Trade,              1, 2,  nil, nil, 0, 1    ; Tra
University,         1, 1,  Lit, E1,  2, 3    ; Uni
The Watch,          1, 1,  Env, nil, 1, 0    ; War
The Wheel,          3,-1,  E1,  nil, 0, 4    ; Whe
Writing,            4, 2,  Mag, nil, 1, 3    ; Wri
Future Technology,  1, 0,  Dem, Stl, 3, 4    ; FT 
Railways,           4,-1,  Stl, SFl, 3, 4    ; U1 
Women's Work,       1, 2,  Mag, nil, 0, 4    ; U2 
European Religion,  1,-2,  PT,  nil, 0, 0    ; U3 
Un-Dutchness,       1, 0,  no,  no,  0, 0    ; X1 
Un-Englishness,     1, 0,  no,  no,  0, 0    ; X2 
Un-Frenchness,      1, 0,  no,  no,  0, 0    ; X3 
Un-Gesuitness,      1, 0,  no,  no,  0, 0    ; X4 
Gesuits,            1, 0,  no,  no,  0, 0    ; X5 
Un-Spanishness,     1, 0,  no,  no,  0, 0    ; X6 
Un-Portoguese,      1, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                    5, 5,    Mas,
Barracks,                  4, 1,    no, 
Corn Store,                4, 1,    Cst,
Chapel,                    2, 1,    U3, 
Market,                    2, 0,    Tra,
School,                    4, 2,    Lit,
Law Courts,                2, 1,    CoL,
Capitulation's orders,     1, 0,    Cer,
Water Supply,              4, 3,    Cst,
Bank,                      5, 1,    Ban,
Cathedral,                18, 5,    MT, 
University,               10, 4,    Uni,
Mass Transit,             16, 4,    no, 
Church,                    5, 3,    U3, 
Iron Foundry,              8, 2,    Lab,
Factory,                  15, 5,    Min,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Steam Pump,                4, 2,    Mob,
Municipal Canal,           9, 1,    Cmp,
Nuclear Plant,            16, 2,    no, 
Commodities Exchange,      9, 3,    Eco,
Sewer System,             10, 6,    Roc,
American Crops,            1, 1,    Pla,
Postal services,           2, 0,    Eco,
Research Lab,             16, 3,    no, 
Artillery Depot,          10, 2,    no,
Harbour Walls,             6, 2,    no, 
Solar Plant,              32, 4,    no, 
Fishing Station,           6, 1,    Sea,
Port,                     12, 3,    Nav,
Airport,                  16, 3,    no, 
City Watch,                2, 1,    War,
Naval Arsenal,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no, 
Versailles,               20, 0,    nil,
Bank of England,          10, 0,    nil,
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
The Spanish Inquisition,  20, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
Proto-Industrialisation,  15, 0,    SE, 
Mission to the Indians,   15, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
L'Acadmie Franaise,     10, 0,    nil,
The Rock,                 40, 0,    nil,
V O C,                    10, 0,    nil, 
Leonardo's Workshop,      40, 0,    no, 
Dutch Imperialism,        10, 0,    no, 
The Royal Academy,        10, 0,    nil,
Adam Smith's Trading Co., 40, 0,    no, 
New World Knowledge,      40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
New World Gold,           10, 0,    nil,
Women's Suffrage,         60, 0,    no, 
Midlands,                 50, 0,    nil,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Habeas Corpus,            10, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Versailles
Fli,        ; Bank of England
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; The Spanish Inquisition
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; Proto-Industrialisation
Cmn,        ; Mission to the Indians
nil,        ; Michelangelo's Chapel
nil,        ; L'Acadmie Franaise
nil,        ; The Rock
nil,        ; V O C
Aut,        ; Leonardo's Workshop
nil,        ; Dutch Imperialism
nil,        ; The Royal Academy
nil,        ; Adam Smith's Trading Co.
nil,        ; New World Knowledge
nil,        ; Statue of Liberty
nil,        ; New World Gold
nil,        ; Women's Suffrage
nil,        ; Midlands
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Habeas Corpus


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Squaws,       U3,  0,  1.,0,  1a,2d,  2h,1f, 10,0,  5, U2,  000001000000010
Farmers,      Feu, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, Gun, 000000000000010
Tribesmen.,   Cer, 0,  2.,0,  2a,2d,  2h,1f,  1,0,  0, nil, 000010000000110
Qasbah,       Pla, 0,  0.,0,  1a,2d,  3h,1f,  2,0,  1, nil, 010000000000000
Clansmen,     Cer, 0,  2.,0,  3a,1d,  3h,3f,  3,0,  0, nil, 000010000000110
Tribesmen,    Cer, 0,  2.,0,  2a,2d,  2h,1f,  1,0,  0, nil, 000010000000110
Franche Marine,X3,  0,  2.,0,  6a,4d,  3h,2f,  6,0,  1, NF,  000000000000110
Naval bombing,Mag, 1,  1.,1,  5a,1d,  1h,4f,  3,0,  2, Nav, 000000000000000
Stockade.,    U3,  0,  0.,0,  0a,4d,  4h,1f,  3,0,  1, Fun, 000010000000010
Refugees,     nil, 0,  1.,0,  1a,1d,  2h,1f, 10,0,  5, Gue, 000000000000010
Musketeers,   X3,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010
Grenadiers,   X3,  0,  2.,0,  6a,4d,  3h,2f,  7,0,  0, Exp, 000000000000010
Musketeers,   X6,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010
Grenadiers,   X1,  0,  2.,0,  6a,4d,  3h,2f,  5,0,  0, Exp, 000000000000110
Musketeers,   X1,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010
Cuirassiers,  X4,  0,  3.,0,  4a,1d,  3h,2f,  8,0,  0, Alp, 000010000000010
Musq. Cheval,X3,  0,  4.,0,  4a,1d,  2h,3f,  7,0,  0, Alp, 000010000000010
Grenadiers,   X2,  0,  2.,0,  6a,4d,  3h,2f,  5,0,  0, Exp, 000000000000010
Cuirassiers,  X5,  0,  2.,0,  4a,1d,  3h,3f,  9,0,  0, Alp, 000010000000010
Freebooters,  nil, 0,  1.,0,  4a,1d,  2h,3f,  4,0,  0, no,  000000000000110
Dragoons,     X2,  0,  4.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010
Dragoons,     X3,  0,  4.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010
Old fortress, Mag, 2,  0.,0,  0a,8d,  9h,2f,  1,0,  0, Env, 000010000000000
Tropas galeras,X6,  0,  2.,0,  6a,4d,  3h,2f,  6,0,  1, NF,  000000000000110
Artillery,    Mag, 0,  1.,0,  5a,1d,  4h,1f,  6,0,  0, Fli, 000000001000010
Gun Battery,  Mag, 0,  1.,0,  5a,4d,  6h,1f,  7,0,  1, Amp, 000000001000010
Siege Guns,   Mag, 0,  1.,0,  7a,0d,  6h,2f, 12,0,  0, Rob, 000000001000000
Stockade,     Mag, 0,  0.,0,  0a,4d,  4h,1f,  3,0,  1, CA,  000010000000010
Colonists,    Ind, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  5, CA,  000000000000010
Buccaneers,   nil, 0,  2.,0,  5a,1d,  1h,3f,  2,0,  0, Env, 000010000000110
Traders,      U3,  0,  1.,0,  0a,1d,  1h,1f,  2,0,  7, Mag, 000001000000010
Musketeers,   X7,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 010000000000010
Privateer,    Mag, 2,  9.,0,  2a,2d,  1h,2f,  3,1,  2, Phi, 100000010000001
Merchantman,  Mag, 2,  6.,0,  0a,3d,  1h,1f,  4,2,  4, Nav, 000000000000000
Man 'o War,   Mag, 2,  7.,0,  6a,6d,  3h,3f,  9,0,  2, Phy, 100000000001000
Galleon,      Mag, 2,  5.,0,  4a,4d,  4h,1f, 10,1,  2, Ind, 100000000001000
Frigate,      Mag, 2,  9.,0,  5a,5d,  3h,2f,  5,0,  2, NF,  100000000001001
Two Decker,   Mag, 2,  7.,0,  6a,7d,  4h,3f,  8,0,  2, NF,  100000000001000
Three Decker, Mag, 2,  7.,0,  7a,8d,  4h,4f, 12,0,  2, NF,  100000000001000
Vauban Fort,  Mag, 0,  0.,0,  0a,7d,  7h,1f, 12,0,  1, ToG, 000010000000000
Village,      nil, 0,  0.,0,  0a,4d,  4h,1f,  3,0,  1, Env, 000000000000000
Canoe,        U3,  2,  5.,0,  1a,1d,  1h,1f,  2,1,  4, Csc, 000000000100000
Pirate Barque,Ato, 2,  6.,0,  3a,2d,  3h,1f,  7,2,  4, Env, 100000000001000
Missionaries, X4,  0,  1.,0,  0a,1d,  1h,1f,  4,0,  6, MT,  000000000000000
Pirates,      nil, 0,  2.,0,  6a,2d,  2h,3f,  2,0,  0, Env, 000000000000110
Treasure Galleon,Mag, 2,  5.,0,  3a,5d,  5h,2f, 40,4,  4, Env, 000000000001000
Ambassador,   Mag, 0,  2.,0,  0a,1d,  1h,0f, 10,0,  6, Cur, 000000000000000
Slaves,       nil, 0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, Env, 000000000000000
Trade Goods,  Las, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, E1,  000000000000010
Merchants,    Mag, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Las, 000000000000010
Explorer,     X3,  0,  2.,0,  0a,0d,  1h,1f,  1,0,  0, CA,  000011000000011
Dragoons,     X6,  0,  3.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010
Dragoons,     X1,  0,  4.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010
Dragoons,     X7,  0,  4.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010
Arquebusiers, Mag, 0,  2.,0,  4a,1d,  2h,1f,  2,0,  0, Esp, 000010000000010
Musketeers,   X2,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010
War Band,     U3,  0,  2.,0,  4a,2d,  2h,2f,  3,0,  0, Feu, 000001000000011
Grenadiers,   X7,  0,  2.,0,  6a,4d,  3h,2f,  5,0,  0, Exp, 010000000000110
Bedouin Horsemen,Cer, 0,  5.,0,  4a,1d,  1h,3f,  6,0,  0, nil, 000010000000010
Royal Marines,X2,  0,  2.,0,  6a,4d,  3h,3f,  7,0,  1, NF,  000000000000110
Warriors,     U3,  0,  2.,0,  6a,4d,  2h,2f,  6,0,  0, FP,  000001000000011
Scalping Party,U3,  0,  2.,0,  4a,2d,  1h,2f,  2,0,  0, Mag, 000001000000111

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     2,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Gla,   ; Grs
Forest,     2,3,  1,3,0,   Grs, 0, 5, 5,   no,  0, 0,  0,  Pln,   ; For
Jungle,     4,3,  1,1,1,   Pln, 0,15, 6,   For, 0,15,  0,  Pln,   ; Hil
Forest,     3,6,  1,2,0,   Pln, 0, 5, 5,   yes, 1,10,  1,  For,   ; Mou
Tundra,     2,2,  1,0,0,   no,  0, 0, 0,   yes, 3,10,  1,  Drt,   ; Tun
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Mountains,  5,6,  0,1,0,   no,  0, 0, 0,   yes, 1,10,  6,  Gla,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      2,2,  3,1,0, ; Drt
Grass,      1,2,  2,3,0, ; Pln
Grassland,  1,2,  2,1,0, ; Grs
Turkey,     2,3,  3,2,0, ; For
Fruit,      4,3,  4,0,1, ; Hil
Moose,      3,6,  3,1,0, ; Mou
Game,       2,2,  3,1,0, ; Tun
Deer,       2,4,  3,1,0, ; Gla
Duck,       2,3,  3,2,0, ; Swa
Gold,       5,6,  1,0,4, ; Jun
Fish,       1,2,  3,0,2, ; Oce
Oasis +,    2,2,  3,1,0,; Drt
Woodland,   1,2,  1,3,0,; Pln
Grassland,  1,2,  2,1,0,; Grs
Beaver,     2,3,  2,1,4,; For
Free tribes,4,3,  1,0,4,; Hil
Bobcats,    3,6,  2,0,3,; Mou
Furs,       2,2,  2,0,3,; Tun
Furs,       2,4,  2,0,3,; Gla
Wood,       2,3,  1,4,0,; Swa
Gems,       5,6,  1,0,4,; Jun
Fish,       1,2,  3,0,2,; Oce




@GOVERNMENTS
Anarchy,        Chief,       Princess
Despotism,      Chief,       Princess
Monarchy,       King,        Queen
Confederation,  Great Chief, High Princess
Nation,         Great Chief, High Princess
Monarchy,       King,        Queen
Republic,       Stadtholder, President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian,  1,  1, -1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    1,  0,  1,     1, Pharaoh, Pharaoh, 2, King, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  1, -1,     4, Great Chief, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  1,  1,
Cunobelin,    Boadicea,            1, 1, 3, Celts,       Celtic,     -1,  1,  1,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Furs,
Slaves,
Corn,
Muskets,
Wood,
Tobacco,
Manufactu,
Textiles,
Alcoholic,
Silk,
Silver,
Sugar,
Gems,
Gold,
Ivory,
Ebony,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













